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It gets a lot of bonuses that give it a headstart, but the player can maximize their economic performance and be assured of overtaking them. Ultimately, once various tools become available in game, the player is just able to use them a lot better than the AI ever could.
Also, being willing to use atrocities helps a lot if you aren't interested in trying to force a surrender. You'd be amazed at the sorts of obstacles nerve gas and gene warfare let you overcome. Otherwise, you probably will have to use at least some tactics to speed things along.
Part of the reason I never got around to releasing my own pet custom faction pack was that I wanted to playtest them thoroughly before putting them out there to the world, but eventually I found it tedious to go through the motions of defeating the AIs over and over again to gauge the balance.
That is right. Thinker makes AI smarter in AI way but it still doesn't make it human smart. What I meant is that if in vanilla human can achieve economical superiority by the turn say 100 it happens at turn 150 or so in Thinker. Not drastic change in engine but some.
Yep. Looks like we need to teach AI to use atrocities. What's up with gene warfare? I thought it just decreases the population in base and has no direct implication on combat tactics. Meaning it doesn't harm units or anything like that.
As you correctly pointed out AI faction balance and human faction balance are two big different things. So there won't be an elegant solution for faction power anyway as it ca be played but either AI or human, which changes everything.
Gene warfare does, in fact, cause massive HP loss to units inside the base, usually inflicting 50-90% damage.
It also doesn't realize that it should stop using nerve gas if the Charter gets reinstated, so it effectively sanctions itself into oblivion.
Is it really matter if all AIs sanction each other into oblivion? I don't think they care much. And neither does human player about inter-AI relationships. I mean not too much. Or, in other words, that doesn't make AI less challenging for human to beat.
Do they automatically end after some period of time?Do they respond to cumulative atrocities? Meaning if one commits more of them during sanctions they are proportionally extended, etc.Are there any other consequences beside sanctions? Like relations impact. Maybe long term one?
ZAKHAROV WINS GOVERNORSHIP
At least, that’s the strategic reasoning behind it. In reality, it seems like Nevill just took pity on me after infiltrating me and seeing the state of my development.
Nevill was hoping to delay the election until he could contest it, as well as keep me from learning Miriam’s frequency, but AI Zakharov called it on his own. Since Nevill obviously didn’t want me to gain an advantage, he voted for Zak.
- What do you mean there are others!? I have it on Lord's authority that this is our Promised Land, and no one else should have a claim to it!Ah, yes, that. As much as she wished Zakharov didn't poke that particular can of mindworms, she was also glad she wasn't the one dealing with it.Truth be told, she found the good Sister's radio frequency while scavenging the remains of the Unity escape pod. Miriam and her followers found themselves marooned on an island much like her own, but long isolation coupled with exposure to hallucinogenic spores led the already loopy congregation to believe they all died and were taken to Eden for their righteousness. A disembodied voice with no prior sightings of survivors was taken as nothing short of a divine miracle, and Lady Nevill played along, not having the heart to tell them otherwise. And if she used the Sunday sermons to spy on gleam a few insights into the lives of the faithful, no one was hurting for it.
good larpThoughts on your favorite features introduced by the mod?
[li$i]Rates of repair for units damaged in combat are configurable now, which could be a nice tool for rebalancing. I'm personally not a fan of the way the mod did it (it just takes too damn long to repair things, might as well scrap and rebuild), but something like 10%/turn in the field, 20%/turn in a base, and 40%/turn in a base with the appropriate repair facility might be good. Or, if you wanted to try something different, 0%/turn in the field but 10%/turn in a bunker or airfield. Would hurt early exploration but reward building those improvements. (Need to confirm whether sea bunkers also heal naval units.)[/li][/list]
[li$i]Units are Very Green by default in this mod. I'm not sure it's the best change: it means there's no real penalty for going into negative MORALE, and makes early combat a serious pain in the butt. Thankfully this can be reverted in the config.[/li][/list]
[li$i]Territorial combat bonuses, probably the defining feature of this mod. Defense was sorely in need of a buff, there's no denying that, but I think +50% is too much and makes things silly. I'd say +25% would be more appropriate for MP.[/li][/list]
Yea. This is definitely not a cornerstone of the mod so I'm perfectly fine if people turn it off.From the other side, I don't see it making a huge difference even in the early game. All early native are very green too. Also CC is level 1 tech and one can build just one of them to get +2 morale advantage early (+3 with monolith). Doesn't seem like unsolvable problem. Probably just an annoyance for those who does not bother to solve it.😉